Weishaupt's Recent Forum Activity

  • ok....now, what exactly is the problem? The NPC should move at a steady beat and bounce of the wall? What should happen if it colides with the player?

    Like THIS?

  • It would help us, to help you, if you would post your CAPX

  • Excelent! What more can I say <img src="smileys/smiley20.gif" border="0" align="middle" />

    Just asking myself, how I could implement a colission detection, or is it something that will come?

  • Well, if you use the free version a pop up will come up if you try to do something out of the free version's limits. eg once you create your 101st event, you can create no more!

    ...and if I use a standard license?!?

  • Yann - when I try to open your CAPX I get this error:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Action ID does not appear to exist in related plugin

    Condition: plugin->HasActionID(act_id)

    File: Projects\EventAction.cpp

    Line: 35

    Function: __cdecl EventAction::EventAction(class EventBlock &,class ObjectClass *,class BehaviorType *,int,class std::vector<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> >,class std::allocator<class std::unique_ptr<class EventParameter,struct std::default_delete<class EventParameter> > > > &&)

    Build: release 80.2 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

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    Abbrechen   Wiederholen   Ignorieren   

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  • me wonders, how I can tell when I reached the limitations of the "free c2 license"?!?

    As I understood, this is one of the competition requests...

  • You can always use lerp to have the knockback smoothed.

    Your animation problem looks like the "standard" issue when controlling animations. A sprite can only play one animation at a time. So if the walking animation is playin, the melee wont....stop walking, play melee, resume walking....or have a walking melee animation

  • Yann you should really write tutorials!

    That's what I am saying all along...

  • After spawning the sprite, take a global variable and set it to tickcount.

    Then, at keypress, take the tickcount again. After that use the following to calculate the reaction time:

    Reactiontime = abs(t1 - t2) * dt
  • The trick is not to "fade" but to change the length of the sprite by either altering width or height

  • Count the ticks between the two events and multiply it with the System-Variable dt

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  • The technique you should apply is seperating animation control and keyboard control. Please be aware, that not all keys work together in a multi-key solution, due to hardware restrictions.

    What you could do is, take a global variable, that represents the animation you want to play and have each keypress modify this variable.

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Weishaupt

Member since 22 Nov, 2011

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